9/14/2023 0 Comments Full super metroid map![]() ![]() Don't share emulators or ROMsĭiscussion of emulation and hacks is allowed, but keep it simply at that. Failing to provide attribution will result in your submission being removed.Īs a result of this requirement, AI-generated artwork is also banned, as it's impossible to provide attribution to the artists whose art was used to train the model. When posting someone else's artwork, include name attribution in the title and, if possible, a link to the original source in the replies. ![]() It's our belief that all artists should get the credit they deserve. Screenshots with little context that generate poor discussion ("just beat ZM!!").Posts that are easily searchable ("I'm stuck in Green Brinstar").Poor context in the title ("MFW Ridley dies", "I'm stuck help plz!").Intentionally misleading or click-bait titles.No low-effort postsĭo not post submissions or comments with little to no effort. ![]() Neither are look-alikes that are otherwise unrelated. ![]() A cute title or text over an image is not enough to be considered relevant. Any content not directly related to Metroid will be removed. Stay on topic and avoid using vague references in your submission or title. Our community is dedicated to all things Metroid make sure your submissions follow suit. Submissions must directly pertain to Metroid Participating in flame wars will see action taken at moderator discretion. We encourage all members to engage in thoughtful discussion, and to avoid partaking in echo chambers. Do not harass, or intentionally troll each other. Don't be mean, hurtful, or vulgar towards your fellow redditor be excellent to each other. This subreddit is meant to be a comfortable environment to bond over all things Metroid. gmk of his mini-map editor and some other stuff somwhere, so if you know GML, even a little bit, that might help.New to Metroid? Start here! Join the Metroid Subreddit Discord! Metroid Dread Trailer Metroid: Samus Returns Trailer When the player overlaps that tiled BG and its ID matches that of a room on the mini-map, set the "highlighter" and scroll position to that room on the mini-map and whatever else.Īnother way is to use a level editor and build the entire area in a single file - yes, all of Crateria in one file - and generate the map automatically based on that data (Using Tiled BG objects stretched across each room, each with their own set of variables, door positions and type, etc.)Īside from that you might want to ask DoctorM64 (creator of Project AM2R - Another Metroid 2 Remake) how he did it. Each time you create a room in the mini-map, give it an ID, then create a tiled BG or something and stretch it over the room in the other editor and give it the same ID. Rooms must be built in both, side-to-side. From what I've gathered you need 2 editors: 1 for rooms and 1 for your mini-map. I was hoping this would get some responses been trying to figure out the same thing for a while. If there was a tileset feature, doing it manually would actually be pretty easy. Setting up a map manually is also quite possible. I've been considering setting up a 'grid' of invisible objects that would work as 'grid spaces' with the values and can collide with the player to automatically determine where the player is on the grid (and would also be useful for level design, since I would have a reference on hand), but setting up an entire grid of those things would likely be rather tedious, I imagine, and I'd rather have a more automated method.Īnd then there's setting up the map grid itself, which is somewhat trickier, I think. That's easy enough, but the main issue after that is showing and displaying both kinds of maps, as well as determining where the player is on the grid at any one time. * A value for if there is an icon to display on the square (such as a save point, an item, etc). * A value that determines what "type" of square it is (basically, a 0 would be completely blank, 1 would have a wall on the left, 2 would have a floor but no walls, etc). * A value that determines whether it is 'hidden', shown but unexplored, or explored * X and Y values for grid position (needed for a 2D array to work) Now, for the map itself, I figured it would be a simple matter of having an array that records every 'square' on the map, which has, in order: I want to be able to create a similar map interface, where the player can see where they are in the level at any time, and dynamically fill in blanks and unexplored areas as they explore the map, as well as display a mini-map as well. Examples of the interface for both the minimap and full map in Super Metroid: ![]()
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